The Angband Ladder: Solomon4, High-Elf Rogue by Donald Jonker

  [Angband 3.1.1 dev (r1122) Character Dump]

 Sex    Male         Age            112   STR! 18/100  +1  +2  +9 18/***
 Race   High-Elf     Height          78   Int! 18/100  +3  +1  +6 18/200  18/70
 Class  Rogue        Weight         194   Wis! 18/100  -1  -2  +5 18/120     17
 Title  Master Thief Social      Lordly   Dex! 18/100  +3  +3 +12 18/***  18/90
 HP     -264/1027    Maximize         Y   CON! 18/100  +1  +1  +9 18/210
 SP     21/80                             Chr! 18/100  +5  -1  +8 18/***  18/90


 Level               47   Armor   [55,+180]     Saving Throw         97%
 Cur Exp        7643260   Fight   (+36,+31)     Stealth           Superb
 Max Exp        7643260   Melee   (+51,+49)     Fighting       Legendary
 Adv Exp        7875000   Shoot   (+53,+19)     Shooting       Legendary
 MaxDepth  5000' (L100)   Blows      4/turn     Disarming           100%
 Turns          3823012   Shots      1/turn     Magic Device      Heroic
 Gold            363936   Infra       40 ft     Perception        1 in 1
 Burden       213.9 lbs   Speed          25     Searching            50%

 You are one of several children of a Telerin Ranger.  You have light
 grey eyes, straight black hair, and a fair complexion.



 Acid:......++*+... Confu:......+......
 Elec:.......+..... Sound:........+....
 Fire:...*+..+.+... Shard:.........+...
 Cold:*.....++..... Nexus:......+......
 Pois:....+..+..... Nethr:......+......
 Fear:+..++.+.+.... Chaos:......+.+....
 Lite:.....+......+ Disen:.........+...
 Dark:.....++...... S.Dig:...+.........
Blind:............. Feath:.............

PLite:............. Aggrv:.............
Regen:...+......... Stea.:.............
Telep:...+......... Sear.:.........+...
Invis:+..+.+......+ Infra:............+
FrAct:++.+....+.... Tunn.:.............
HLife:.....++...... Speed:.++++......+.
ImpHP:............. Blows:.............
ImpSP:............. Shots:.............
 Fear:............. Might:.+...........


  [Last Messages]

> The Nether wraith cries out in pain.
> The Vampire lord grunts with pain.
> Low hitpoint warning!
> *** LOW HITPOINT WARNING! ***
> The Nether wraith misses you.
> The Archlich misses you.
> The Vampire lord casts a fearful illusion.
> You refuse to be frightened.
> Morgoth, Lord of Darkness invokes a mana storm.
> The Archlich grunts with pain.
> The Demilich grunts with pain.
> The Nether wraith cries out feebly.
> Feagwath, the Undead Sorcerer grunts with pain.
> The Vampire lord grunts with pain.
> You die.

Killed by Morgoth, Lord of Darkness.

  [Character Equipment]

a) The Great Axe of Eonwe (5d4) (+15,+18) [+8] (+2)
     +2 strength, intelligence, wisdom, dexterity, constitution, 
     charisma.
     Provides immunity to cold.
     Provides resistance to cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Blessed by the gods.
     Prevents paralysis.
     Grants the ability to see invisible things.
     When activated, it removes all non-unique monsters within 20 squar
     es, dealing you damage in the process.
     It takes 1000 turns to recharge after use.
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 74 against evil creatures, 86.5
     against orcs, 86.5 against undead, 86.5 against frost-vulnerable
     creatures, 111.5 against demons, and 61.5 against normal creatures.
b) The Long Bow of Bard (x3) (+17,+19) (+2)
     +2 dexterity, speed, shooting power.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
c) a Ring of Speed (+12)
     +12 speed.
d) The Ring of Power 'Narya' (+6,+6) (+1)
     +1 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to fire.
     Provides resistance to fire, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, constitution.
     Slows your metabolism.
     Speeds regeneration.
     Prevents paralysis.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it grants you protection from evil for 1d25 plus 3 
     times your character level turns.
     It takes 200 turns to recharge after use.
e) The Elfstone 'Elessar' (+7,+7) [+10] (+2) {!!}
     +2 strength, wisdom, charisma, speed.
     Provides resistance to fire, poison, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it heals 500 hit points.
     It takes 200 turns to recharge after use.
f) The Arkenstone of Thrain {!!}
     Provides resistance to light, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Stops experience drain.
     Grants the ability to see invisible things.
     When activated, it detects treasure, objects, traps, doors, stairs, 
g) The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+2)
     +2 constitution.
     Provides resistance to acid, cold, fear, dark, confusion, nexus, 
     nether, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains constitution.
     Stops experience drain.
     When activated, it heals 1000 hit points.
     It takes 444 turns to recharge after use.
h) The Cloak 'Colluin' [1,+15]
     Provides resistance to acid, lightning, fire, cold, poison.
     Cannot be harmed by acid, electricity, fire, cold.
     When activated, it grants temporary resistance to acid, electricit
     y, fire, cold and poison for 1d20+20 turns.
     It takes 111 turns to recharge after use.
i) The Small Metal Shield of Thorin [3,+25] (+4)
     +4 strength, constitution.
     Provides immunity to acid.
     Provides resistance to fear, sound, chaos.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
j) The Metal Cap of Celebrimbor [3,+18] (+3 searching)
     +3 intelligence, dexterity, charisma.
     +15%  to searching.
     Provides resistance to acid, fire, shards, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
k) a Set of Caestus of Agility (+0,+3) [2,+16] (+4) (squelch)
     +4 dexterity.
l) a Pair of Steel Shod Boots of Speed [6,+13] (+10) (squelch)
     +10 speed.


  [Character Inventory]

a) 2 Books of Magic Spells [Magic for Beginners] {@m1@b1@G1}
b) a Book of Magic Spells [Incantations and Illusions] {@m3@b3@G3}
c) a Book of Magic Spells [Sorcery and Evocations] {@m4@b4@G4}
d) a Book of Magic Spells [Resistances of Scarabtarices] {@m5@b5@G5!d!s!v}
     Cannot be harmed by acid, electricity, fire, cold.
e) a Book of Magic Spells [Mordenkainen's Escapes] {@m7@b7@G7!d!s!v}
     Cannot be harmed by acid, electricity, fire, cold.
f) a Book of Magic Spells [Tenser's Transformations] {@m9@b9@G9!d!s!v}
     Cannot be harmed by acid, electricity, fire, cold.
g) 14 Potions of Cure Critical Wounds
h) a Potion of Healing
i) a Potion of *Healing*
     It can be thrown at creatures with damaging effect.
j) 2 Potions of Life
     It can be thrown at creatures with damaging effect.
k) 3 Potions of Restore Mana
l) 5 Scrolls of Teleportation {!*}
m) 13 Scrolls of Teleport Level {!*}
n) a Scroll of Banishment
o) 3 Scrolls of Word of Recall {!*!*}
p) 2 Rods of Teleport Other {@z5}
q) 3 Wands of Teleport Other (0 charges)
r) 2 Staffs of *Destruction* (0 charges)
s) 5 Staffs of Mapping (0 charges) {@u3}
t) 7 Staffs of Healing (0 charges)
u) The Ring of Power 'Vilya' (+10,+10) (+3)
     +3 strength, intelligence, wisdom, dexterity, constitution, 
     charisma, speed.
     Provides immunity to lightning.
     Provides resistance to lightning, poison, dark.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains intelligence, dexterity, constitution.
     Slows your metabolism.
     Feather Falling.
     Speeds regeneration.
     Prevents paralysis.
     Stops experience drain.
     Grants telepathy.
     Grants the ability to see invisible things.
     When activated, it heals 1000 hit points.
     It takes 200 turns to recharge after use.
v) 8 Seeker Arrows of Holy Might (4d4) (+20,+19)
     Cannot be harmed by acid, fire.
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 480 against
     evil creatures, 720 against dragons, 720 against demons, 720
     against undead, and 240 against normal creatures.
     35% chance of breaking upon contact.
w) 20 Seeker Arrows of Slay Evil (4d4) (+16,+17)
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 460 against
     evil creatures, 690 against dragons, and 230 against normal
     creatures.
     35% chance of breaking upon contact.


  [Home Inventory]

a) 2 Scrolls of Banishment
     When read, it removes all non-unique monsters represented by a cho
     sen symbol from the level, dealing you damage in the process.
b) a Staff of Power (2 charges)
     When used, it deals 120 damage to all creatures that you can see.
c) an Amulet of Trickery (+4)
     +4 dexterity, stealth, infravision, speed.
     +20%  to searching.
     Provides resistance to poison, nexus.
     Sustains dexterity.
     
d) The Chain Mail of Arvedui (-2) [14,+15] (+2)
     +2 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, shards, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
e) The Augmented Chain Mail of Caspanion (-2) [16,+20] (+3)
     +3 intelligence, wisdom, constitution.
     Provides resistance to acid, poison, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it destroys all traps and doors surrounding you.
     It takes 10 turns to recharge after use.
f) The Full Plate Armour of Isildur [26,+25] (+1)
     +1 constitution.
     Provides resistance to acid, lightning, fire, cold, confusion, 
     sound, nexus.
     Cannot be harmed by acid, electricity, fire, cold.
     
g) The Mithril Plate Mail of Celeborn (-3) [35,+25] (+4) (charging)
     +4 strength, charisma.
     Provides resistance to acid, lightning, fire, cold, dark, 
     disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
     When activated, it removes all non-unique monsters represented by 
     a chosen symbol from the level, dealing you damage in the process.
     It takes 500 turns to recharge after use.
h) a Cloak of Aman [1,+16] (+3 stealth) (squelch)
     +3 stealth.
     Provides resistance to nether.
     Cannot be harmed by acid, electricity, fire, cold.
     
i) a Small Metal Shield of Preservation [4,+20] (squelch)
     Provides resistance to nether, disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Sustains strength, dexterity, constitution.
     Stops experience drain.
     
j) The Hard Leather Cap of Thranduil [2,+10] (+2)
     +2 intelligence, wisdom.
     Provides resistance to blindness.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     
k) The Iron Helm of Dor-Lomin [5,+20] (+4)
     +4 strength, dexterity, constitution.
     Provides resistance to acid, lightning, fire, cold, fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants telepathy.
     Grants the ability to see invisible things.
     
     Radius 1 light.
l) The Iron Helm 'Holhenneth' [5,+10] (+2)
     +2 intelligence, wisdom.
     +10%  to searching.
     Provides resistance to blindness, confusion.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     When activated, it detects treasure, objects, traps, doors, stairs, m) The
Steel Helm of Hammerhand [6,+20] (+3)

n) The Short Sword 'Sting' (1d6) (+7,+9) (+2)
     +2 strength, dexterity, constitution, speed, attack speed.
     Provides resistance to fear, light.
     Cannot be harmed by acid, electricity, fire, cold.
     Prevents paralysis.
     Grants the ability to see invisible things.
     
     Radius 1 light.
     With this weapon, you would currently get 6 blows per round.  Each
     blow will do an average damage of 47 against animals, 47 against
     evil creatures, 50.5 against orcs, 50.5 against undead, and 43.5
     against normal creatures.
o) The Bastard Sword 'Calris' (5d4) (-15,+20) (+5) {cursed}
     Heavily cursed.
     +5 constitution.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     Aggravates creatures nearby.
     
     With this weapon, you would currently get 4 blows per round.  Each
     blow will do an average damage of 72 against evil creatures, 84.5
     against trolls, 84.5 against demons, 109.5 against dragons, and 
     59.5 against normal creatures.
p) The Lance of Eorlingas (3d8) (+13,+21) (+2)
     +2 strength, dexterity, speed.
     Provides resistance to fear.
     Cannot be harmed by acid, electricity, fire, cold.
     Grants the ability to see invisible things.
     
     With this weapon, you would currently get 3 blows per round.  Each
     blow will do an average damage of 79 against evil creatures, 92.5
     against orcs, 92.5 against trolls, and 65.5 against normal
     creatures.
q) The Long Bow 'Belthronding' (x3) (+20,+22) (+1)
     +1 dexterity, stealth, speed, shooting speed.
     Provides resistance to disenchantment.
     Cannot be harmed by acid, electricity, fire, cold.
     
r) 7 Seeker Arrows of Wounding (4d4) (+21,+19) {@f0}
     Fired from your current missile launcher, this arrow will hit targets
     up to 160 feet away, inflicting an average damage of 720 against
     dragons, and 240 against normal creatures.
     35% chance of breaking upon contact.


  [Options]

Maximize effect of race/class bonuses        : yes (adult_maximize)
Randomize some of the artifacts (beta)       : no  (adult_randarts)
Restrict the use of stairs/recall            : no  (adult_ironman)
Restrict the use of stores/home              : no  (adult_no_stores)
Restrict creation of artifacts               : no  (adult_no_artifacts)
Don't stack objects on the floor             : no  (adult_no_stacking)
Lose artifacts when leaving level            : no  (adult_no_preserve)
Don't generate connected stairs              : no  (adult_no_stairs)
Adult: Monsters chase current location       : yes (adult_ai_sound)
Adult: Monsters chase recent locations       : yes (adult_ai_smell)
Adult: Monsters act smarter in groups        : yes (adult_ai_packs)
Adult: Monsters learn from their mistakes    : no  (adult_ai_learn)
Adult: Monsters exploit players weaknesses   : no  (adult_ai_cheat)
Adult: Monsters behave more intelligently (broken): no  (adult_ai_smart)
Score: Peek into object creation             : no  (score_peek)
Score: Peek into monster creation            : no  (score_hear)
Score: Peek into dungeon creation            : no  (score_room)
Score: Peek into something else              : no  (score_xtra)
Score: Know complete monster info            : no  (score_know)
Score: Allow player to avoid death           : no  (score_live)



Posted on 24.1.2009 04:06
Last updated on 29.1.2009 16:31

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6438. on the Ladder (of 19090)
2745. on the Angband Ladder (of 6561)
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On 24.1.2009 04:12 Donald Jonker wrote:
[27, 2350']

Getting on nicely - just found Sting, which I'm branding with a ring of ice for excellent damage output. I've returned to my townscumming ways, and hence the horrid turncount.

Stat pot rarity at 100 rather than 80, have found 4 - two Int's, a Chr and a Str, which seems average.

Does the weight of armor encumbering movement only decrease SP? It doesn't seem to hurt spell failure. Is there a stealth penalty?



On 24.1.2009 16:30 Donald Jonker wrote:
[29, 2800']

My equipment's so badass right now that I feel a need to post before a poison breath puts me down for good... poison being the main resist I'm lacking. I've never found Thorin nor Eonwe before, and they make a potent combo... too potent probably. I'm getting overconfident. Something's bound to go wrong. Such is life.

On 25.1.2009 03:57 Donald Jonker wrote:
[32, 3400']

Solomon4 continues to kick ass. I'm a bit conflicted between shooters... Amras gives me speed and extra shots, but the Longbow of extra might has more punch. The heavy xbow of extra might is probably king, but weighs me down too much. I finally replaced the amulet of slow digestion with none other than The Elfstone Elessar, thus closing out the poison resist. A healthy diet of Great Ice and Bile Wyrms keeps turning up superb loot, occasionally I get a statpot on the floor, once in a blue moon from a drop, but mostly from black market, which is fine by me. Luckily the weaponsmith in this game has a 30k cash limit. :D

On 26.1.2009 16:41 Donald Jonker wrote:
[35, 4050']

Approaching the bottom. Found Bard and Belthrondig.. not sure which to go with. Also found a =oS (+9) as well as speed boots (+9), which kicks ass. That means rNexus had to go, however, so I've been townscumming for stat pots so I don't get scrambled. So my turncount spiraled into the millions.

Have to do some thinking about my equip options. Advice would be very welcome.

On 26.1.2009 21:16 Donald Jonker wrote:
[36, 4400']

Hit bottom, finally found Thranduil. Now to fill out my resists, build up a supply of consumables, and not let my guard down...

On 26.1.2009 22:29 Pete Mack wrote:
How did you get your turncount so high, and still make it to dl 99 at cl 35? If it's waiting for stores, you can do that by buying out all their stock, at least if there aren't any dungeon books or speed rings for resale.



On 26.1.2009 23:41 Donald Jonker wrote:
It's all townscumming. Buying out the blackmarket just seems such a waste of money, especially since it's the high-cost items, such as speed rings, spellbooks, amulets of telepathy, and stat pots that I'm looking for. I'm pretty well cashed out now, though, so I suppose I'll start buying it out. It does seem a shame to spoil a nice dive with such a rotten turncount.

On 27.1.2009 01:14 Pete Mack wrote:
There's no way you can buy a speed ring in the BM. It's just insanely expensive. I never wait on the BM for turnover. You can improve it a bit by buying out the cheap stuff, so there are more slots that get tried for refill. I rarely bother, though. I mostly use the BM for utilities like ?Tele Level and !Heal, rarely for a weapon or armor. For non-utilities, I mostly buy midlevel rings, amulets, and rods, and wands of Teleport Other when they show up.





On 27.1.2009 02:52 Donald Jonker wrote:
[41, Bottom]

This is now my best character to date. Been killing lucrative monsters, uniques, improving gear. Found Narya, my first ever ring of power, and boy it feels nice. Also have all my dungeon books, may go ahead and just chuck raal's; Tenser's kicks much ass. Also have all resists, save shards, which I may be able to get by swapping around my gear... not sure how necessary it is this late in the game though.

I feel like I need a better melee weapon.. Eonwe isn't cutting it against a lot of uniques, but maybe my tactics are to blame. Mouth of Sauron, for example, has sent me running a number of times.

@Pete, I suppose I'll go ahead and buy the lesser slots out. My speed being what it is, turnover has been amazingly slow... all the expensive things I've been selling there seem to be in permanent stock.

On 27.1.2009 03:18 Pete Mack wrote:
Yeah, Raal's is completely useless for a Rogue, and only marginally useful for a Ranger.
(Kelek's is also useless for a Rogue, though *Destruction* is valuable for a high-level Ranger.)

I'm not sure how useful Acid Ball is for a Rogue either, since ID is reasonably cheap.
(That's the biggest weakness for Ranger--ID spell is insanely expensive.)

Eonwe is a very good weapon; you are doing 80+dam/blow against essentially all monsters. Against Evil monsters, even the Lance only does 5 dam/turn more.

And with Tenser's you can kill just about anything using arrows.

Your big weakness isn't damage, it's CON and HP. It's a shame you haven't found a Crown of Might. (Thranduil isn't doing you much good, given that you have Narya.)






On 27.1.2009 03:57 Donald Jonker wrote:
I've actually found not one Crown of Might but several... I sold them thinking that Hammerhand was a better alternative. I hadn't noticed the aggravation flag. Shucks. Oh well.. mayhap another will turn up. In the short term, at least Thranduil provides rBlind.

On 27.1.2009 20:39 Donald Jonker wrote:
[42, 4700]

By way of a brainfart, I somehow got the idea that 4500' was the bottom of the dungeon. Anywho, found an awesome +14 ring of speed, and Calris. Put out a thread for advice asking in the forums, but I'm happy to receive it here as well... I'm sort of paralyzed by a full home and inventory by many excellent equipment choices.

On 28.1.2009 04:59 PowerDiver wrote:
Your fingers are meant for elven rings and maybe =speed+14. You can toss the other rings.

On 28.1.2009 15:20 Donald Jonker wrote:
[44, bottom]

Thanks Eddie, that helped with some cleaning. I hung onto the =oAcid in case it might help against Sauron, which fight, incidentally, I think I might be ready for. CON is maxed out, I can forge some arrows of acid...

On 28.1.2009 19:55 Donald Jonker wrote:
[46, bottom]

Sauron's dead.. left a pitiful drop: Taratol and an Awl-pike of Slay Animal. Made a pass at Morgoth and got him down to half his stars, consuming most of my healing pots leaving me with 1 *healing* and two pots of Life. I accidentally read !teleportLevel instead of regular teleport.. which was probably for the best. The level was full of uniques and other nasties I couldn't handle, and I was starting to get in a foolhardy mindset. So now I'm back to replenishing my stock of consumables.. which kinda sucks.

Killed Maeglin (sp?), who was the main irritant in my aborted fight against Morgoth, so that will help matters. If I can take care of The Phoenix as well, I think matters will be much more relaxed next time around. Soulkeeper was a nice find from a white dragon pit, so now I have all resists save blind, which I don't think will be a problem. If I find *remove curse* I suppose I'll go ahead and fix up Calris as well. I do wish there were a store service for buying healing pots like in NPP. I hate grinding.

On 29.1.2009 16:35 Donald Jonker wrote:
[47, bottom]

Died fighting Morgoth. My haste-self ran out without my noticing and he double manastormed me (at least, I think that's what happened). Lesson learned, I suppose. The fight was going real well too...

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